The earliest manuscript I can find for Imagination’s Toybox bears a copyright date of 1992. I wrote the system for a modern-day pulp setting, the disaster-plagued Knights of Torque & Recoil, but had decided to spin it off into its own generic system. I’m not going to bore you with the long, tedious history of the game and why it’s taken me two decades to get it published. What matters is that it will be published, and it will be published later this year.

Tabletop roleplayers steal, borrow, adapt and mashup material from other sources to create their settings and campaigns. At least, that’s been my experience in over 30 years in the hobby. It’s certainly what I do. If I’m running Game A, I might take bits from Game B, a character from a novel I’m reading, a plot from a movie, a magic item from a comic book, the look of a particular actor, and personality traits from a guy I work with, throw them into a blender, change the names and a couple of dead-giveaway details, and call it my own. It’s just part of the creative process, and in working with published fiction authors, comics creators, and people in the film, television, and video game industries, it’s a pretty universal part of the creative process. We all have our influences, our likes and dislikes, and frankly it’s easier to build on the foundation that’s come before. When you’re putting together a game for your friends, using elements you’re already familiar with, or taking existing bits and using them in slightly different ways, makes it easier to prepare. For the players, it’s easier to get into the game when there are elements that are familiar to them that they can interact with, build upon, and add their own twists to. It’s not like most of us are going to try to commit outright intellectual property theft and publish our chimeras for profit. Those who do are creative enough to bandy about words like homage and pastiche and to make the mixture feel fresh enough that it at least feels like something new.

Roleplaying, you see, has no unique genres. The earliest games were based and high fantasy, sword and sorcery, and horror fiction. Game settings, and game rules, are all adaptations and interpretations of things we’re seen in other media. Certainly, decades after the dawn of the hobby, there are players who came to tabletop roleplaying first and learned about the influences behind it later. But the origins of the hobby remain elsewhere.

When I first sat down to write Imagination’s Toybox, I didn’t want to write just another generic rules set. I wanted something that could act as a “universal translator”, letting me quickly and easily pull in disparate elements from a variety of places and graft them together easily. I didn’t want to have to create separate books, or even separate chapters, to describe different genres, tones, or media. “Superheroes work like this” and “movies work like that” and so on. What I found was that rather than creating statistics-and-dice systems, I was building a vocabulary and philosophy of telling stories and creating settings. Creators in those other media, after all, don’t assign numbers and roll dice to determine if the hero hits the villain; they have the characters do what best suits the needs of the story. This isn’t to say that character ability scores and mechanics aren’t important; it’s more that they work best with the context of some other types of rules.

Illegitimi non carborundum,
Berin

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Several years ago, I put together a modified version of TiddlyWiki called TenFootWiki.  TiddlyWiki is a wiki in a single HTML file, great for carrying around on a thumb drive. when uploaded to the web it becomes read-on, so it’s great for gamemasters who want players to be able to see, but not modify, game information. TenFootWiki was an example of how a wiki could be used as a campaign management tool, and is a perennial popular download here at UncleBear.

TenFootWiki is once again available, for free, in the Downloads area.

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The Damage Patrol was born from a Villains & Vigilantes game I ran for some friends in the early 1990s. If you’re not familiar with V&V, it’s a first-generation roleplaying game where not only stats, but origins and superpowers, are rolled randomly. You can end up with some ridiculous and downright silly characters. I don’t remember any of the characters, and we never played again after that one session, but someone decided that the name of the team should be The Damage Patrol. The name stuck; it became the name of our circle of friends.

One of the things the  non-game, real world Damage Patrol did on a regular basis was watch movies. Mystery Science Theater 3000 was still on the air and still in the Joel years, and we’d get together on Saturday nights to watch new episodes. We’d go to movies in theaters and heckle them, out loud, and rather than get chucked out we’d get kudos from other people in the audience who laughed out loud at our antics. We were convinced we were funny, and that other people would find us funny, too.

We started putting together ideas for our own sketch comedy show. For a token fee, anyone could use the resources of the local public access stations, and we’d actually get on the air for people to see — at least, people in Albuquerque, New Mexico. Before we got it completely off the ground, we hit the perfect storm of group dissolution. Some of us got married. Some of us moved away because of our careers. Some of us got hit with personal problems. Some of us just lost momentum, or interest.

Twelve years later, I find myself back in Albuquerque, reconnecting with old friends, and the idea hit me: let’s put the band back together. Let’s do what we talked about all those years ago. Instead of doing it on public access, let’s do a web-based show. Albuquerque has become a huge film town in the intervening years, with television shows and movies being shot here every day of the year. At least one of us has actually produced a feature film. Others have done some acting, or done other jobs on set. Everyone seems to know someone who has some useful production-related skill.

After kicking around ideas we decided that just doing the old show wouldn’t work, so we’re going “meta”. It’s going to be a show about a bunch of middle-aged guys who wanted to do a public access show, who reunite years later to make a web show. It’s about being an aging geek. It’s about how lives change. It’s about why, at this point in our lives, we all have reasons we need to do this.

To bring things full circle, we’re using Primetime Adventures to help develop the script. It’s a game where you develop a fictional television show, except ours isn’t going to be fictional. We’re playing versions of ourselves, in the show and the game. We’re figuring out the overall story arc for the season, including character arcs. The game gives us the structure we need not only to get a script together, but to reconnect with each other and strengthen the bond we still share even though we haven’t been together in a dozen years.

It will be a while before you get to see an episode of the show, dear reader, but I’m going to be blogging about both the PTA game sessions and the production of the show itself. We’re all really excited about this, and I’m excited to be able to bring you along for the ride.

Illegitimi non carborundum,

Berin

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UncleBear Returns

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This blog has been online since 1995, and at this domain name since 1996. If you’re a tabletop roleplaying gamer odds are you’ve read this page occasionally over the years, or have at least seen other bloggers and forum posters talking about it. My job today is to explain to you why everything is suddenly different, and how the past several years have been nothing but a really long prologue.

This is no longer my personal blog about tabletop roleplaying games and assorted geek stuff. This is now the official website of UncleBear Media, a publishing and video production company. I’m no longer a one-man show, the guy many of you lovingly refer to as your beloved Uncle Bear; I’m the President and CEO. While I’m still the boss, the public face, and the one doing most of the blogging, I’ve got staff. People to help me fulfill my goals and dreams. People to kick me in the ass and make sure I’m getting things done. People to help me insure you’re getting the absolute best content we can produce.

Yes, the blog will continue. It will, however, be much more tightly focused.  Most material will be generic world-building and game mastering advice. We’re ramping up to publish not one, but two roleplaying games and we’ll be offering up designer’s journals and support material for those. We’re in production on a web-based comedy series, with an unusual roleplaying game tie-in, and I’ll be blogging about that as it develops. There are a number of other surprises planned as well, but it’s too soon to spoiler anything.

My hope is that this site will continue to bring you everything you’ve come to expect, and more.

Illegitimi non carborundum,
Berin Kinsman

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